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Guide - Grandmaster Sub-Zero GRANDMASTER Guide

14K

Noob
Hmm, you could do b2, b2, d1,d1, b12 ice clone. The extra d1 puts the opponent right into the height for the iceclone to come out and does 1% more damage. Something like this:

B2,B2,D1,D1,B12~clone, Njp, jp2, f12 for 37% Basically the same string we having using but with a minor tweak. I should also mention this works across all characters, including female characters (for most of the times, also more reliable than b3, iceclone). Credit goes to @14K
Note tho after i tested more scenarios, i would advise not rushing down the D1,D1, lets say give it time to breath because 1 of 2 things could happen, if you do it to fast, one the character will be to high up in the combo and the clone wont come out at all, comun problem in some combos but a very small delay will make a huge diference in opponents hight and will make sure clone comes out, surely ppl can figure out their own timings ( again sorry cant record it so cant really visually show you guys, surely someone will make visual prove for everyone ) the 2 scenario is that if you are in your 2nd set ( as in you already did your initial combo, HKDed you opponent and put a clone ready to overhead again ) if you rush the combo down you will not meet the required CD of the clone, meaning once you reach the 2nd B12 the clone wont come out as well... Just something to keep in mind

EDIT: like the combo Iced_taz mentioned is also an option you can use, i just feel that its not very linient in its execution, if you play online you might want to forget this combo, offline after the B2 you really need to do 242 as fast as possible, if you wait even for just a moment you will have your opponent not launch high enouth for the rest to connect
 
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SWonder916

When's DragonBall?
Correct me if i'm wrong but that looked like:
B2, 242, 1, B12, Clone, Njp 1(or 2), Bjp, Njp 4
So is this the new one to run with for the new clone set up after the cool down patch?? Seems easy enough and capable online too
If you want combo that always hits in the corner (male characters) use:

B2, 242, 1, b12 clone, njp, jp2, b12 -36% (with jump punch 37%). You sacrafice 2% of damage but that combo is much easier than b2, b2, d1, b12

For clone setup (perfect distance for b33 or b2) end combo with forward throw (after njp). It takes 35% with throw.
Hmm..nice. Will have to try
@14K I know man I can't get rid of the signature!! LoL.Least I can't figure out how..definitely would LIKE to but yea
 

Shock

Administrator
Premium Supporter
For the slide just wait until they are already knocked back across the screen and falling then input slide. You will catch them close to the ground. If you do it right after 242 then you will just slide under and get no hits.
This results in the same damage as my other combo, even though it seems like it should definitely be more.
 

Ravosa

Wild Card
So this has probably been pointed out already but in Toms OP he states that B3,3 doesn't combo into ice ball in open space, but it does. I was just doing it to Cassie.
 

14K

Noob
So this has probably been pointed out already but in Toms OP he states that B3,3 doesn't combo into ice ball in open space, but it does. I was just doing it to Cassie.
Yes, it does combo on females but let me explain. what Tom means, is that since its not a measure he can apply to the full cast, as in it only works on female hitboxs, its a move that is on a character by character basis, so he cant rely on that in a tornament if he is for instance fighting a male character like Quan Chi ( Quan Chi is probably a poor example, god knows whats going on down there..) so the deal here is, B3,3 into ice works on every female in the game but the fireball will not hit a male character... if you want to hit B3,3 in a male character you have to use EX fireball or be in the corner...
 

KoldSpecter

Violence begets violence
Been a lab today and found this -
Works a bit weird in corner against AI, because in High Block situation AI takes 2 low hits but suddenly blocks ice burst, what i've never seen from a players.
In corner works against all armored wakeups with 10+ frames startup (it means, it's unsafe against KL ex spin and SZ ex slide, but pierce armor well (but not always) in midscreen vs KL 7frame ex spin and SZ ex slide (depends on clone position). However, if opponent blocks low, it's smarter to use b2 and dont hit low on block, but i tried all situations.
Need to run more test, but is seems to be good midscrenn and corner low-starter option to GM sub.
 
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Embestone

Stoen
So this has probably been pointed out already but in Toms OP he states that B3,3 doesn't combo into ice ball in open space, but it does. I was just doing it to Cassie.
It ONLY works on female characters.... It will not connect on male characters.
 

PwnStar

Noob
Just me or is Sub zero the most technical character in terms of conditional combos? I can't imagine the rest of the cast has to struggle with stance and gender near as much as GM sub. Just to check though...are we finding the combos only differ by gender? Like if I combo a huge Goro, it will be the same as Kung Lao's scrawny ass or will I have to make adjustments. (I plan to test...but there's only so many hours in a day)
 

KoldSpecter

Violence begets violence
About corner loopable combos with easy input, that could be done on any hitbox:
b2-242-f12 - overhead-starter, 28%, meterless, hard knockdown, safe corner clone setup, loopable.
b33-iceball-b2-242-f12- low-starter, 25%(28% with jf1 after iceball, forgot to record that), meterless, hard knockdown, safe corner clone setup, loopable.
All combos are not punishable with fasterst armor-wakeups (EX spin, Ex slide)
So i guess this is best options we got vs female hitbox and best consistent 50/50 meterless option with easy input.

So, i think it worth loose some damage, but get guranteed 50/50 safe clone setup in corner, especially against female chars.
What do you think?
 
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STK

Beso de Muerte + Fantasía Oscura
Not sure if anyone posted this yet but here is a xray combo that not clone related. b2 run b12 xray/b12 ICE jip b2 run b12 xray 47%
 

Nu-Skoool

Feel the nerf of despair
Ive been using b+2, b+2, 1, b33d4 in the corner on the girls. You can throw in another 1, before b3 for 1% more.
 

DSilv3R

Noob
Is there an explanation why we can't combo into the clone consistently on female characters in the corner? I've practised a couple of the suggestions in this thread and would try to do 5 or 10 reps but I couldn't even get to 3.

Is it a height restriction? I don't think it is, I've had Cassie a couple of pixels off the floor and clone won't come out. But then try again when she's a bit higher off the floor and then it does. Obviously when I mean higher, not at the height you can combo male characters.

Atm, it just feels random af if you'll land it or not. Like cool you get it once in a while with a particular set up, but I feel you need to hit it ten straight reps to be able to use that combo with any type of confidence.
 

Solid

The Longbow Hunter.
A little birdie sang a song and in that song it said that they are going to remove gm Sub-Zero's throw into clone freeze and free combo. I only wish, if it is true, that they give us a hard knockdown instead so that we can apply okizeme.
 

Creepy00

Noob
does it work on females?
Sub's B2,B2, D1,D1,B12~Iceclone, Njp, jf1, f12 works on females also. You could also try B2,B2,B3~Iceclone but it is a bit hard to land b3~iceclone consistently.

Is there an explanation why we can't combo into the clone consistently on female characters in the corner? I've practised a couple of the suggestions in this thread and would try to do 5 or 10 reps but I couldn't even get to 3.

Is it a height restriction? I don't think it is, I've had Cassie a couple of pixels off the floor and clone won't come out. But then try again when she's a bit higher off the floor and then it does. Obviously when I mean higher, not at the height you can combo male characters.
I think it has to do something with the hitbox on female characters...
 

BasiKs

get that work make that work work
I've been playing around with different midscreen enders after 242.

I'm starting to think that if you're close to the corner (but not quite there), 242, run 1, run 112 can be preferable to a slide ender.

The reasoning is that the hard knockdown allows time to run in to an optimal distance and clone without risking being hit by a quick, armored reversal as you would be after Slide. It sacrifices some damage (exactly how much I'm not sure - I think around 2-3% per combo compared w/ 242 run 1, run 123~slide), but provides a safer clone setup in the corner, which I think is worth the price.

Thoughts?
 

DSilv3R

Noob
I think it has to do something with the hitbox on female characters...
In relation to what though? Is it because your doing the clone too close? Or is it like I was saying, a height restriction because we're obviously doing the clone where the female characters is closer to the ground compared to the males. And even that is inconsistent like I mentioned in my post above. Because I would have a female character a few pixels from the floor and the clone won't come out. Next time I do it at the same height, it will work. It makes no sense to me.

I'm familiar with different hurt/hit boxes, it's something I've dealt with as a Guy player in SF4 and having to create character specific combos because his target combo would whiff against some of the cast. But when I did have a bnb for that particular character I would be able to do it consisteny. This doesn't seem to be the case with many of the suggestions for comboing into clones vs female characters. Which is why I'm wondering what's causing the clone not to come out? Or is this something we need to accept that it's just a funky hit box thing, where clone randomly works?
 

seakaybe

Noob
I've been playing around with different midscreen enders after 242.

I'm starting to think that if you're close to the corner (but not quite there), 242, run 1, run 112 can be preferable to a slide ender.

The reasoning is that the hard knockdown allows time to run in to an optimal distance and clone without risking being hit by a quick, armored reversal as you would be after Slide. It sacrifices some damage (exactly how much I'm not sure - I think around 2-3% per combo compared w/ 242 run 1, run 123~slide), but provides a safer clone setup in the corner, which I think is worth the price.

Thoughts?
I agree with you, I prefer ending with 112 as it seems safer.
 

Durango

Enhancer
I'm starting to wonder if I should switch to Grandmaster. I've been using Cryomancer since Day 1, and I have serious concerns about it.

1) Can't build meter.
2) Cold Blooded puts your enemy in neutral.
3) EX Hammer can be jumped over.
4) You can still deal solid damage in this form.

It took a Kung Jin player to out-poke and make me feel like I was facing a 3-7 matchup for me to wonder if I should continue being Cryo or switch to this.
 

14K

Noob
I'm starting to wonder if I should switch to Grandmaster. I've been using Cryomancer since Day 1, and I have serious concerns about it.

1) Can't build meter.
2) Cold Blooded puts your enemy in neutral.
3) EX Hammer can be jumped over.
4) You can still deal solid damage in this form.

It took a Kung Jin player to out-poke and make me feel like I was facing a 3-7 matchup for me to wonder if I should continue being Cryo or switch to this.
If you have some sort of affinity for it, i mean likes of, i reallyreallyreally like this variation, id say switch, we already went over the problems of Cryo a few posts back, but basicly he simply doesnt have enouth highlow mix ups to be an offensive character, and the ones he has "Hammer" either requires him to spend meter or/and is extremely slow and telegraphed, no High lvl player will fall for the likes of B33 Ex Hammer, because its just that slow and for a really poor dmgoutput you spent a meter, He needs meter for defensive strats not offensive...